The short answer is that it benefits the writer by ensuring consistency and avoiding tunnel vision. It helps the programmer, artist, and designer by breaking the story into chunks they can use.
The long version:
I'm going to respond to your comments in reverse order. It was just easier to write it that way.
quote:
I am looking for tools that help the writer show the general hierarchy of the story in a way that easily translates to code - not to do the translation to code for themselves. Which I accept is a subtle and fuzzy distinction.
I don't quite grasp the distinction, or how it applies to my suggestion. Yes, the writer is required to analyze and understand the text they create, but isn't that part of the craft of writing? Yes, it pushes the writer into a form that is useful for game creation (grouped by repeated and common elements), but I think the real benefit is a form suitable for interactive, player-controlled storylines. Could you elaborate?
quote:
Original post by Kylotan
I don't think classifying everything into 'progress by combat' or 'progress by key' or whatever really helps the writer.
I strongly disagree. A lock-key setup is a problem with a single solution. Any scene can be reduced to a single problem-solution pair, by restricting it to (player win)->pass, (player lose)->fail and reload. 'Progress by combat' vs 'progress by key' is an oversimplification, because you've already reduced the situations to simple binary states. Single problem-solution pairs are usually a sign of weak writing, so I don't think there should be a generic 'Lock-key' template.
Compare the Confrontation template (which includes combat) to a generic Barrier template (which includes the prototypical locked door).
Confrontation:A Confrontation scene is two or more sides in direct opposition, where each is made of intelligent opponents. It doesn't matter if it's combat or a game of riddles, it has the same general structure. And a Confrontation scene ends *only* by one of the following:
a) One side is victorious in a contest
b) Only one side is left after the other(s) flee
c) All sides agree to a truce
d) An external event interrupts the conflict
Barrier: A Barrier (scene) presents the protagonist with a physical, unintelligent obstacle that prevents further direct progress. A character is free to leave the scene at any time. A Barrier scene requires that it is possible to pass the obstacle. If a obstacle cannot be opened or passed through then it doesn't qualify as a Barrier scene. The exits from a Barrier scene are:
a) character leaves area
b) destructive bypass
c) non-destructive bypass
d) correct key/switch
There are other ways to circumvent a locked door, but they don't involve the character dealing with a barrier. If the character enters through a window instead, then the locked door serves as a reason to use the window, but climbing in a window is not the same as dealing with the locked door.
To me, the Confrontation and Barrier are different things.
quote:
In my diagram, the idea is that a writer might do a short treatment for each state box, possibly some 'concept prose' (what is the written equivalent of concept art??), or whatever.
Without any structure, the writer might write down 'The character uses the key to get past the door', and then spend the bulk of the treatment on other details. It might sound ok.
But if it was diagrammed by scene, and there is a node that can only be reached by passing a Barrier, and only a single correct key/switch is available, then it shows just how shallow the solution is.
A decent writer can write 'find (object)' a dozen different ways to make it seem like different things are going on. but if they have to constuct the scenes around player choices then the story, as experienced by the player, becomes more clear. If a scene cannot be handled by player action then it requires a cut-scene, and this needs to be obvious to the animators.
quote:
I don't see why you'd want to do that. Who does it benefit, and how?
I believe the basic building block of a story is the scene. Whether movie or book, a story breaks down into a series of scenes. So this seems a natural place to start with computer game stories.
In constructing a story, the writer has to look at each scene and be able to tell what is going on, why it is going on, and what the significance of the scene is in the larger context.
Fortunately, scenes tend to fall into broad patterns.
When writing for a static medium (book, movie), these patterns might not be that useful. But in a computer game the player controls what happens. And players will try all kinds of crazy things. Some actions can be ruled out as dramatically inappropriate based on the type of scene. Others have to be handled by the writer, and having a generic template helps.
Example: A police interrogation scene. It fits the Confrontation pattern (it's a subtype of Confrontation). So immediately some actions can be disallowed. It would be inappropriate for the prisoner to open up a pack and start eating lunch. It would also be inappropriate for the prisoner to attack the police. But at a minumum the writer has to take care of the possibilites of the generic template.
a1) Police victorious - they get some crucial clue
a2) Prisoner victorious - demands a lawyer and then clams up; what happens next?
b1) Police flee - the police tire of getting nowhere and leave; what happens next?
b2) Prisoner flees - Not possible, *because the writer says so*
c) Truce - maybe the they strike a deal, a partial victory for both sides; definition must provided by the writer
d) External event - jailbreak? earthquake? Or maybe not allowed at all? The writer needs to answer this one too.
The writer avoids tunnel vision because he must consider these other possibilities. And the writer can balance how the scenes run into one another. Are five conversations in a row too much? Does the optimum path to the conclusion of the story avoid too many of the other pieces? Is the story too rigid?
The method I propose also benefits the other team members (artist, programmer, and designer) because it emphasizes the data they need. An Interrogation scene immediately requires some code for dialogs, some art for an interrogation room, some animations for arguing, and some game mechanics for an intimidation skill or somthing similar. And the writer can fill in the specific text of the dialog in parallel.
If the writer needs to change the text then it's no big deal. But if the writer needs to change from an interrogation to a warehouse search, then it causes major disruption downstream. Since that requires changing the scene type, it gets flagged.
The templates are owned and controlled by the writers. The most common ones can be reused from project to project, or even from one portion of a game to another. Writers would be free to derive new ones as needed, with the understanding that a new template will tend to increase the workload of the folks downstream. And the generic templates only serve as templates; the writers sill have to fill in the details.
JSwing
(minor edits for format)
[edited by - JSwing on June 12, 2002 6:09:22 PM]